src/gl/compiler.cpp

Sun, 03 Jul 2022 22:32:50 +0300

author
Teemu Piippo <teemu.s.piippo@gmail.com>
date
Sun, 03 Jul 2022 22:32:50 +0300
changeset 327
2aa15daa0216
parent 309
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child 333
07e65a4c6611
permissions
-rw-r--r--

Add copy action

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1 /*
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2 * LDForge: LDraw parts authoring CAD
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3 * Copyright (C) 2013 - 2018 Teemu Piippo
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4 *
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5 * This program is free software: you can redistribute it and/or modify
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6 * it under the terms of the GNU General Public License as published by
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7 * the Free Software Foundation, either version 3 of the License, or
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8 * (at your option) any later version.
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9 *
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10 * This program is distributed in the hope that it will be useful,
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11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 * GNU General Public License for more details.
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14 *
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15 * You should have received a copy of the GNU General Public License
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16 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19 #include <QMessageBox>
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20 #include "src/documentmanager.h"
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21 #include "src/invert.h"
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22 #include "src/gl/compiler.h"
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23
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24 constexpr char VERTEX_SHADER_SOURCE[] = R"(
27
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25 #version 330 core
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26
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27 layout(location=0) in vec3 position;
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28 layout(location=1) in vec4 color;
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29 layout(location=2) in vec3 normal;
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30 layout(location=3) in vec3 pickcolor;
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31 layout(location=4) in float selected;
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32 out vec4 vColor;
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33 out vec3 vFragPos;
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34 out vec3 vNormal;
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35 uniform mat4 modelMatrix;
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36 uniform mat4 viewMatrix;
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37 uniform mat4 projectionMatrix;
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38 uniform int fragmentStyle;
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39 uniform vec4 selectedColor;
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40 uniform int highlighted;
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41
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42 const int FRAGSTYLE_Normal = 0;
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43 const int FRAGSTYLE_BfcGreen = 1;
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44 const int FRAGSTYLE_BfcRed = 2;
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45 const int FRAGSTYLE_Random = 3;
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46 const int FRAGSTYLE_Id = 4;
119
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47 const int FRAGSTYLE_Black = 5;
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48
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49 void main()
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50 {
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51 mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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52 vNormal = normalize(normalMatrix * normal);
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53 if (fragmentStyle == FRAGSTYLE_Id)
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54 {
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55 vColor = vec4(pickcolor, 1.0);
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56 }
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57 else
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58 {
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59 if (fragmentStyle == FRAGSTYLE_BfcGreen)
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60 {
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61 vColor = vec4(0.2, 0.9, 0.2, 1.0);
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62 }
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63 else if (fragmentStyle == FRAGSTYLE_BfcRed)
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64 {
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65 vColor = vec4(0.9, 0.2, 0.2, 1.0);
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66 }
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67 else if (fragmentStyle == FRAGSTYLE_Black)
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68 {
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69 vColor = vec4(0.0, 0.0, 0.0, 1.0);
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70 }
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71 else
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72 {
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73 vColor = color;
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74 }
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75 /*
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76 if (highlighted == id)
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77 {
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78 vColor = (vColor + vec4(selectedColor, 1.0) * 0.6) / 1.6;
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79 }
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80 */
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81 vColor = (1 - selected) * vColor + selected * selectedColor;
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82 }
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83 vFragPos = vec3(modelMatrix * vec4(position, 1.0));
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84 gl_Position = projectionMatrix * viewMatrix * vec4(vFragPos, 1.0);
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85 }
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86 )";
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87
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88 constexpr char FRAGMENT_SHADER_SOURCE[] = R"(
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89 #version 330 core
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90
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91 in vec4 vColor;
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92 in vec3 vFragPos;
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93 in vec3 vNormal;
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94 out vec4 fColor;
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95 const vec3 lightPos = vec3(0.5, 0.5, 0.5);
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96 const vec4 lightColor = vec4(1.0, 1.0, 1.0, 1.0);
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97 const float ambientStrength = 0.7;
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98 uniform bool useLighting;
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99
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100 void main()
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101 {
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102 if (useLighting)
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103 {
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104 vec4 ambient = ambientStrength * lightColor;
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105 vec3 lightDirection = normalize(lightPos - vFragPos);
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106 vec4 diffuse = max(dot(vNormal, lightDirection), 0.0) * lightColor;
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107 fColor = (ambient + diffuse) * vColor;
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108 }
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109 else
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110 {
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111 fColor = vColor;
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112 }
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113 }
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114 )";
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115
211
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116 template<typename Fn>
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117 constexpr void pointsToRender(const PolygonElement& element, Fn func)
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118 {
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119 visitPolygon<void>(
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120 [&func](const LineSegment& edge)
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121 {
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122 func(edge.p1, glm::vec3{});
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123 func(edge.p2, glm::vec3{});
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124 },
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125 [&func](const Triangle& tri)
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126 {
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127 func(tri.p1, normalVector({tri.p3, tri.p1, tri.p2}));
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128 func(tri.p2, normalVector({tri.p1, tri.p2, tri.p3}));
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129 func(tri.p3, normalVector({tri.p2, tri.p3, tri.p1}));
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130 },
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131 [&func](const Quadrilateral& quad)
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132 {
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133 func(quad.p1, normalVector({quad.p4, quad.p1, quad.p2}));
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134 func(quad.p2, normalVector({quad.p1, quad.p2, quad.p3}));
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135 func(quad.p3, normalVector({quad.p2, quad.p3, quad.p4}));
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136 func(quad.p4, normalVector({quad.p3, quad.p4, quad.p1}));
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137 },
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138 [&func](const ConditionalEdge& cedge)
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139 {
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140 func(cedge.p1, glm::vec3{});
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141 func(cedge.p2, glm::vec3{});
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142 },
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143 element);
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144 }
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145
53
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146 void gl::buildShaders(
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147 QOpenGLShaderProgram* shaderProgram,
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148 const char* vertexShaderSource,
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149 const char* fragmentShaderSource)
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150 {
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151 shaderProgram->create();
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152 const bool vertexShaderCompiled = shaderProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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153 QString log;
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154 if (not vertexShaderCompiled)
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155 {
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156 log += "\n" + QObject::tr("Vertex shader:") + "\n" + shaderProgram->log();
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157 }
115
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158 const bool fragmentShaderCompiled = shaderProgram->addShaderFromSourceCode(
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159 QOpenGLShader::Fragment,
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160 fragmentShaderSource);
53
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161 if (not fragmentShaderCompiled)
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162 {
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163 log += "\n" + QObject::tr("Fragment shader:") + "\n" + shaderProgram->log();
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164 }
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165 if (not vertexShaderCompiled or not fragmentShaderCompiled)
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166 {
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167 QMessageBox::critical(
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168 nullptr,
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169 QObject::tr("Shader compile error"),
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170 QObject::tr("Could not compile shaders.") + "\n" + log);
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171 std::exit(-1);
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172 }
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173 const bool linkSuccessful = shaderProgram->link();
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174 if (not linkSuccessful)
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175 {
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176 QMessageBox::critical(
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177 nullptr,
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178 QObject::tr("Shader link error"),
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179 QObject::tr("Could not link shaders: %1").arg(shaderProgram->log())
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180 );
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181 }
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182 }
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183
189
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184 void gl::initializeModelShaders(gl::ModelShaders *modelShaders)
26
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185 {
211
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186 if (not modelShaders->initialized) {
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187 for (auto& shader : modelShaders->shaderObjects) {
189
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188 shader.program = std::make_unique<QOpenGLShaderProgram>();
250
2837b549e616 I felt that the compiler was too kind to me, so I enabled a big pile of warnings
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189 gl::buildShaders(shader.program.get(), VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE);
189
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190 shader.program->bind();
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191 shader.buffer.create();
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192 shader.buffer.bind();
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193 shader.buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
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194 shader.vertexArray.create();
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195 shader.vertexArray.bind();
211
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196 for (int k : {0, 1, 2, 3, 4}) {
189
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197 shader.program->enableAttributeArray(k);
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198 }
189
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199 using Vertex = ModelShaders::Vertex;
290
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200 constexpr std::size_t stride = sizeof(Vertex);
189
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201 shader.program->setAttributeBuffer(0, GL_FLOAT, offsetof(Vertex, position), 3, stride);
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202 shader.program->setAttributeBuffer(1, GL_FLOAT, offsetof(Vertex, color), 4, stride);
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203 shader.program->setAttributeBuffer(2, GL_FLOAT, offsetof(Vertex, normal), 3, stride);
290
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204 shader.program->setAttributeBuffer(3, GL_FLOAT, offsetof(Vertex, pickcolor), 3, stride);
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diff changeset
205 shader.program->setAttributeBuffer(4, GL_FLOAT, offsetof(Vertex, selected), 1, stride);
189
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206 shader.vertexArray.release();
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207 shader.buffer.release();
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208 shader.program->release();
26
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209 }
189
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210 modelShaders->initialized = true;
26
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211 }
19
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212 }
21
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213
210
232e7634cc8a more refactoring, dosn't build yet
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214 static constexpr gl::ArrayClass classifyPolygon(const PolygonElement& element)
21
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215 {
210
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216 return visitPolygon<gl::ArrayClass>(
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217 [](const LineSegment&) { return gl::ArrayClass::Lines; },
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218 [](const Triangle&) { return gl::ArrayClass::Triangles; },
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219 [](const Quadrilateral&) { return gl::ArrayClass::Quads; },
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220 [](const ConditionalEdge&) { return gl::ArrayClass::ConditionalLines; },
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diff changeset
221 element);
21
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222 }
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diff changeset
223
189
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diff changeset
224 template<typename Fn>
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225 void iterateModelPolygons(Model* model, DocumentManager* context, Fn&& fn)
21
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226 {
305
d891da20abca Add support for BFC CERTIFY statements
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diff changeset
227 PolygonCache* const cache = findPolygonCacheForModel(model, context);
211
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228 if (cache != nullptr) {
305
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diff changeset
229 recacheIfNeeded(cache, model, context);
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diff changeset
230 for (const WithId<PolygonElement>& polygon : cache->polygons) {
211
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diff changeset
231 fn(polygon);
189
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diff changeset
232 }
21
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233 }
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234 }
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diff changeset
235
189
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diff changeset
236 static QColor getColorForPolygon(
210
232e7634cc8a more refactoring, dosn't build yet
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diff changeset
237 const PolygonElement& polygon,
189
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238 const gl::RenderPreferences& preferences,
205
1a4342d80de7 Refactor colors.cpp/.h
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239 const ColorTable& colorTable)
21
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240 {
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241 QColor color;
26
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242 // For normal colors, use the polygon's color.
205
1a4342d80de7 Refactor colors.cpp/.h
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243 if (polygon.color == MAIN_COLOR)
21
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244 {
39
caac957e9834 Main color is now configurable
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diff changeset
245 color = preferences.mainColor;
21
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246 }
205
1a4342d80de7 Refactor colors.cpp/.h
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247 else if (polygon.color == EDGE_COLOR)
21
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248 {
26
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249 // Edge color is black, unless we have a dark background, in which case lines need to be bright.
43
08dc62e03a6d made edges white in dark backgrounds
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diff changeset
250 color = luma(preferences.backgroundColor) > (40.0 / 256.0) ? Qt::black : Qt::white;
21
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251 }
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252 else
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253 {
26
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254 // Not main or edge color, use the polygon's color as is.
205
1a4342d80de7 Refactor colors.cpp/.h
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diff changeset
255 color = colorFace(polygon.color, colorTable).value_or(Qt::black);
21
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256 }
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257 return color;
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258 }
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diff changeset
259
189
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diff changeset
260 /**
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261 * @brief Computes the minimum bounding box for a model
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262 */
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263 BoundingBox gl::boundingBoxForModel(Model* model, DocumentManager* context)
22
6da867fa5429 commit work on GL rendering
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diff changeset
264 {
189
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diff changeset
265 BoundingBox result = emptyBoundingBox;
210
232e7634cc8a more refactoring, dosn't build yet
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diff changeset
266 iterateModelPolygons(model, context, [&](const PolygonElement& polygon)
189
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diff changeset
267 {
211
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diff changeset
268 visitPoints([&result](const glm::vec3& p) {
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diff changeset
269 addPointToBox(result, p);
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diff changeset
270 }, polygon);
189
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diff changeset
271 });
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272 return result;
22
6da867fa5429 commit work on GL rendering
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273 }
6da867fa5429 commit work on GL rendering
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diff changeset
274
189
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diff changeset
275 /**
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276 * @brief gl::build Creates GL vertices for objects in the model and buffers them to shaders.
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diff changeset
277 */
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diff changeset
278 void gl::build(
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diff changeset
279 gl::ModelShaders* shaders,
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diff changeset
280 Model* model,
205
1a4342d80de7 Refactor colors.cpp/.h
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diff changeset
281 const ColorTable& colorTable,
189
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diff changeset
282 DocumentManager* context,
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diff changeset
283 const gl::RenderPreferences& preferences)
26
3a9e761e4faa at least VAOs work now
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diff changeset
284 {
189
815fbaae9cb2 cleanup, gl::Compiler changed to gl::ModelShaders
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diff changeset
285 for (gl::ModelShaders::ShaderObject& shader : shaders->shaderObjects) {
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diff changeset
286 shader.cachedData.clear();
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diff changeset
287 }
211
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288 iterateModelPolygons(model, context, [&](const WithId<PolygonElement>& polygon)
189
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289 {
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290 const int index = static_cast<int>(classifyPolygon(polygon));
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291 std::vector<gl::ModelShaders::Vertex>& vertexBuffer = shaders->shaderObjects[index].cachedData;
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292 const QColor color = getColorForPolygon(polygon, preferences, colorTable);
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293 pointsToRender(polygon, [&](const glm::vec3& point, const glm::vec3& normal){
189
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294 gl::ModelShaders::Vertex& vertex = vertexBuffer.emplace_back();
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295 vertex.position = point;
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296 vertex.normal = normal;
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297 vertex.color = glm::vec4{color.redF(), color.greenF(), color.blueF(), color.alphaF()};
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298 vertex.id = polygon.id.value;
290
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299 vertex.pickcolor = idToColor(polygon.id.value);
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300 });
189
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301 });
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302 for (gl::ModelShaders::ShaderObject& shader : shaders->shaderObjects)
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303 {
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304 shader.vertexCount = shader.cachedData.size();
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305 shader.buffer.bind();
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306 const int bytes = static_cast<int>(shader.cachedData.size() * sizeof shader.cachedData[0]);
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307 shader.buffer.allocate(shader.cachedData.data(), bytes);
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308 shader.buffer.release();
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309 }
26
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310 }
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311
309
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312 ElementId gl::idFromUcharColor(const std::array<GLubyte, 3>& data)
26
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313 {
290
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314 return {
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315 static_cast<std::int32_t>(data[0]) |
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316 static_cast<std::int32_t>(data[1]) << 8 |
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317 static_cast<std::int32_t>(data[2]) << 16
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318 };
189
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319 }
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320
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321 void gl::bindModelShaderVertexArray(gl::ModelShaders* shaders, gl::ArrayClass arrayClass)
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322 {
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323 ModelShaders::ShaderObject& shaderObject = shaders->shaderObjects[static_cast<int>(arrayClass)];
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324 shaderObject.vertexArray.bind();
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325 shaderObject.program->bind();
26
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326 }
3a9e761e4faa at least VAOs work now
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327
189
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328 void gl::releaseModelShaderVertexArray(gl::ModelShaders* shaders, gl::ArrayClass arrayClass)
51
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diff changeset
329 {
189
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330 ModelShaders::ShaderObject& shaderObject = shaders->shaderObjects[static_cast<int>(arrayClass)];
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331 shaderObject.program->release();
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332 shaderObject.vertexArray.release();
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333 }
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334
309
d862721d19a3 Fixed ModelId being used to identify both models and elements, added ElementId to identify elements
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diff changeset
335 void gl::setModelShaderSelectedObjects(gl::ModelShaders* shaders, const QSet<ElementId> &ids)
189
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diff changeset
336 {
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337 for (ModelShaders::ShaderObject& object : shaders->shaderObjects)
51
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diff changeset
338 {
189
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diff changeset
339 std::vector<ModelShaders::Vertex>& vector = object.cachedData;
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340 for (ModelShaders::Vertex& vertex : vector)
51
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diff changeset
341 {
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342 vertex.selected = (ids.contains({vertex.id})) ? 1 : 0;
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Teemu Piippo <teemu@hecknology.net>
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343 }
1a9eac27698d selection works now
Teemu Piippo <teemu@hecknology.net>
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diff changeset
344 const GLsizeiptr size = static_cast<int>(vector.size() * sizeof vector[0]);
80
764381756899 simplification
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diff changeset
345 object.buffer.bind();
291
42b4953dff85 Let's bring GLEW back after all
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diff changeset
346 glBufferSubData(GL_ARRAY_BUFFER, 0, size, vector.data());
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diff changeset
347 object.buffer.release();
51
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Teemu Piippo <teemu@hecknology.net>
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diff changeset
348 }
1a9eac27698d selection works now
Teemu Piippo <teemu@hecknology.net>
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diff changeset
349 }
1a9eac27698d selection works now
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diff changeset
350
189
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diff changeset
351 std::size_t gl::vertexCount(const gl::ModelShaders* shaders, const gl::ArrayClass arrayClass)
28
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parents: 27
diff changeset
352 {
189
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diff changeset
353 return shaders->shaderObjects[static_cast<int>(arrayClass)].vertexCount;
28
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diff changeset
354 }

mercurial